Contact Information:

jay@vanishingtowerpress.com

Tuesday, August 27

Into the Dark: Bryce Lynch's Adventure Design Tips Summarized and...

Into the Dark: Bryce Lynch's Adventure Design Tips Summarized and...: What follows is a second attempt to briefly encapsulate the tips and principles for designing adventures presented by the inestimable Bryce...


Monday, July 25, 2016


Bryce Lynch's Adventure Design Tips Summarized and Explained (Mark 2)

What follows is a second attempt to briefly encapsulate the tips and principles for designing adventures presented by the inestimable Bryce Lynch in his singularly fantastic adventure review blog, Ten Foot Pole. This is basically the same as my previous postsummarizing the principles from Bryce's reviews of The Hoard of the Dragon Queen and The Rise of Tiamat, but with some minor edits to improve the felicity of expression (ahem).

Summarized and Explained

1. General Tips: The 5 C’s

1. Color: The referee should give brief but evocative descriptions of locations, monsters, NPCs, and treasures. Avoid the vague or generic.
2. Context: In order for their actions to be significant and purposeful, players must generally have some information about the likely consequences of their actions, such as likely reactions of monsters or NPCs.
3. Choice: There should be more than one course of action available to players in order for the adventure to continue. Avoid choke points—both literal choke points in the physical layouts of dungeons and other locations, and figurative choke points which require a unique decision or solution in order for the adventure to proceed.
4. Consequences: Player actions should be allowed to make a real difference in the adventure and in the campaign. Avoid a set storyline or sequence of events immune to player interference.
5. Creativity: Related to (3) and (4), reward player creativity by allowing them to pursue unanticipated courses of action or to produce unanticipated consequences, rather than restricting player action and player creativity by setting up arbitrary constraints in the location layout or course of events.

2. Hooks

6. Don’t rely on a single hook; use multiple kinds (treasure; reward; magic; glory; political power).
7. Create a rumor table with hooks and color.
8. Hooks should appeal to the players, not just to their characters.
9. Hooks can and should be complex or nuanced, such as working for an evil NPC or working for rival factions.
10. To support sandbox play, dungeon, town, and wilderness locations, monsters, and NPCs should all have hooks.

3. Locations (Dungeons, Towns, Wilderness, etc.)

11. Location descriptions should be terse (not verbose) but evocative (not boring, obvious, or generic).
12. Only include background info that affects gameplay; avoid long descriptions of irrelevant info.
13. Rooms should have features that players can interact with to produce meaningful consequences. Give concrete descriptions of secret doors, traps, etc.
14. Floor plan tips:
             a. Multiple routes (vs. choke points or linear, one-way paths).
             b. Multiple entrances and exits.
             c. Multiple stairs per floor.
             d. Open spaces with balconies, galleries, and ledges at various elevations.
             e. Pools and rivers that connect different rooms or levels.
             f. Bridges and ladders.

4. Monsters and NPCs

15. Create interesting, believable motivations for monsters and NPCs.
16. Create factions of monsters and NPCs, which leads to a dynamic, interconnected strategic situation.
17. Give players the choice of allying with, attacking, trading with, or having other relationships with monsters and NPCs.
18. Create schedules, routines, tactics, or orders of battle for monsters and NPCs.
19. Wandering monsters too should be given motives, goals, hooks, and tactics.
20. Avoid standard monsters. Failing that, describe standard monsters in a non-standard way (e.g., don’t just name the species).
21. Give evocative descriptions of monsters. Give concrete descriptions of their appearance and activities. Go for the telltale sensory detail, rather than the generic abstract trait. Show, don’t tell.
Example: Instead of stating “One of the guards in the camp is a cruel bully,” say “The burly Manfred takes a leak on Tobias’s bedroll, and then snatches Tobias’s roasted chicken from his hand and quickly gobbles it down.”
22. Use truly evil monsters to evoke a Sense of Terror.

5. Treasure

23. Treasure should be valuable enough to motivate players and to make the challenges worthwhile.
24. Non-magical treasure should relate to the setting and give clues or information about monsters, NPCs, locations, etc.
25. Avoid standard magic items.
26. Give evocative descriptions of magic items. Give concrete descriptions of their appearance and how they must be manipulated to produce their magical effects.
27. Use magic items to evoke a Sense of Wonder.

6. Format and Functionality

28. Include reference tables:
a. Rumor/hook table.
b. Monster/NPC table that lists their main traits, motivations, location, etc.
c. Room/building table that lists the rooms in a dungeon or other keyed location.
29. In published modules, put maps and monster stats on separate sheets so they are easy to refer to in play.
30. On maps, use keyed symbols to indicate standard features (e.g., lit/unlit, locked/unlocked, secret, trapped, etc.), rather than a verbal description in the location key.

Monday, August 12

The Rom'Myr Drawing pad

I've picked up the pen in an attempt to draw my way out of VTP paying for game art. Matter of fact my soon to be released first ever OSR module is stacked with my drawings. These are not them. Drawing practice consists of sketches from my online OSR Dying Earth Campaign. Here is a mix of PCs and NPCs, very few pictured worked so far considering the amount of NPC interaction the group has had in ten sessions.












Sunday, August 11

Don't use Camtasia and Review Opportunities for the Interested

AA03 Purging Woth Nrld Oekwn's Muddy Hole is now in the editors hands, the Lulu files completed, proof ordered to inspect layout and graphic design issues! When final draft is uploaded I will want to offer PDF copies for interested reviewers. Richard Leblanc gets his own copy obviously. I used his illo's and stats for several monsters from Big Dragon Games CC1 Creatures Companion. 

The inclusion of creatures from this OSR packed bestiary guarantees your players will have some surprises. Nothing chills a player more than confronting a brand new species of monster! 

So, if you see yourself actually using this short adventure for an upcoming crawl I am happy to distribute. Email me at jay-at-vanishingtowerpress.com.

In other news; 

The audio production of my last live game session is complete, at least as far as I intend to take it. I should have just stripped the audio like I did at first and be done with it. Time involved properly editing an audio project is a time sink like you wouldn't believe. Camtasia is nothing special except a two hundred fifty price tag! There are solid, free screen capture and video editing software choices. Search around and review. You will find something which suits your needs easily.

With AA03 mostly in the bag work can resume on Deluxe USR Sword & Sorcery. My work that is. Daniel Hernandez is still working on his fantastic line illo's but the previews he has sent me are amazing! Adventure drafting and setting guide drafting are the predominate work right now. Everything is now kind of assembled on a cork board of lines like a police investigation. Slowly you see parallel paths of work start to merge towards a finished product. Like driving a new road and suddenly finding yourself at your destination. 

Winter 2019-2020 looks to be a busy season for VTP releases, to see some of these long-simmering projects become adventure books for you to use!

Wednesday, August 7

YouTube/Hangouts Live Stream, What I did...

With the disconnect between Goggle Hangouts and YouTube's Live Event function I had to find another way to record my live sessions. I will miss the ability to Live Stream my sessions, but capturing the entire session on tape is my default DM notes I reference, establish canon with my players and use for verisimilitude in game session prep.  Much higher priority.




My first hit, and the only software I have used so far, was Camtasia. It sells for more than I want to spend, but with little time before the game I took advantage of the 30 day free trial and began to familiarize myself with its capabilities. It captures your computer screen and allows to edit this content and convert to video. This part of the software worked just fine. I hit record and did not hit stop until the three-hour session was over. Everything was there. Some spot editing and then I went for upload to YouTube. I believe the inevitable crash is due more to the capabilities of my laptop rather than Camtasia. Either way, it figures into Camtasia as a "no-buy" for me. Conversion from "project" to video file is expected to be slow, but it was going to be a ten-hour(?) process to upload. No way this works. But I tried a couple of times with a couple of different formats and unsurprisingly the process choked and "closed unexpectedly". I then stripped the audio from the video, added a title page, and then went for it. This time I had the format as avi. It went up rather quickly considering. Now I and the players can listen to the session replay at our leisure.

I really like the audio format. TTRPG's are theater of the mind anyways. As a fan of radio broadcasting it didn't take me long to warm up to the idea. I started dropping in images related to what was currently being described, but I'm not sold on that. Title Page, sure. If I do include images it will sparsely done.

So I get the original "tape", video and all, upload audio only. For now. And I still need to "cast" about for a more affordable option.